[MOD] Mountains and Hills

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Hazelnut
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Re: [MOD] Mountains and Hills

Post by Hazelnut » Fri Feb 01, 2019 10:02 pm

Hazelnut wrote:
Tue Jan 22, 2019 6:24 pm
UV, I would be happy to help speed up your code or if you put it online I could take a stab at it if you like?
UV kindly sent me the source and gave me his blessing to update the mod to use jobs system. I've attached a download that will work once there's a compatible DFU build availiable. Should be a lot faster than the old version. There's only one dfmod file for StandaloneWindows (since moving to Unity 2018 I can only build windows modfiles due to some missing dependencies) but this should work just fine on all systems as the mod only contains code in text form which is platform independent.

I wanted to get it released in case I screw up and lose my work since the code is not in GitHub so I'm not following my usual workflow and mistakes happen.

NOTE: This will not work with current builds of DFU. Please don't try it and then complain it doesn't work! I'll update the thread with details once the DFU build with the jobs system terrain generation is ready.

Mountain And Hills 1.02.zip
(10.29 KiB) Downloaded 655 times

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Interkarma
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Re: [MOD] Mountains and Hills

Post by Interkarma » Fri Feb 01, 2019 11:15 pm

Great work mate!

I've allocated time this weekend to work through all those PRs. I'll get first Feb builds out sooner than later so everyone can experience your work on the terrain performance, which is seriously awesome btw. :)

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King of Worms
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Re: [MOD] Mountains and Hills

Post by King of Worms » Sat Feb 02, 2019 9:49 pm

Awesome news! I love this mod and me and my almost archaic CPU welcome these optimalizations with a open arms ,) Thank you for making this happen UV & Hazelnut!

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Midknightprince
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Re: [MOD] Mountains and Hills

Post by Midknightprince » Sun Feb 03, 2019 5:37 pm

This works with the current Dev build
Check out my YouTube Channel!

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Hazelnut
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Re: [MOD] Mountains and Hills

Post by Hazelnut » Sun Feb 03, 2019 6:11 pm

King of Worms wrote:
Sat Feb 02, 2019 9:49 pm
Awesome news! I love this mod and me and my almost archaic CPU welcome these optimalizations with a open arms ,) Thank you for making this happen UV & Hazelnut!
You're very welcome. :)

ifkopifko
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Re: [MOD] Mountains and Hills

Post by ifkopifko » Sun Mar 03, 2019 11:19 am

Seems like this mod no longer works with the new live build (Windows x64 PreAlpha 0.7.65).

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Interkarma
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Re: [MOD] Mountains and Hills

Post by Interkarma » Sun Mar 03, 2019 10:17 pm

The latest builds (0.7.65 and later) now use a multi-core job system for terrain layout. Try the "Mountains and Hills 1.02.zip" that Hazelnut posted a few posts above, and it should work OK.

Once confirmed, we can update link in first page of this topic.

ifkopifko
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Re: [MOD] Mountains and Hills

Post by ifkopifko » Mon Mar 04, 2019 6:28 pm

Damn, dunno how I could have forgot about that post by Hazelnut.

I confirm, the version 1.02 works with the current live build. I'm loving this mod. :-) Too bad it does not work together with distant terrain.

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King of Worms
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Re: [MOD] Mountains and Hills

Post by King of Worms » Mon Mar 04, 2019 8:01 pm

I think the distant terrain is basically using quite similar algo as the mountains and hills do to increase the terrain detail...
I use mountains and hills, because it runs better on my PC... Im glad its still updated

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pango
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Re: [MOD] Mountains and Hills

Post by pango » Mon Mar 04, 2019 8:41 pm

1.02 archive seems to only contain build for Windows, though...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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